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  • Catherine Jones and Konstantinos Papangelis 2019. Reflective Practice: Lessons Learnt by Using Board Games as a Design Tool for Location-Based Games. Proceedings of the 20th AGILE conference on Geo- Information Science. Limmasol, Cyprus:17-20th June.
 

Location-based gaming (LBG) apps present many challenges to the design process. They have very different requirements compared to games that are aspatial in nature. They take place in the wild and this brings unique chal-lenges to the practicalities of their design. There is a need to balance the core game play with the spatial requirements of location-aware technologies...

     
  • Catherine Emma (Kate) Jones, Stathis Theodosis, and Ioanna Lykourentzou. 2019. The Enthusiast, the Interested, the Sceptic, and the Cynic: Understanding User Experience and Perceived Value in Location-Based Cultural Heritage Games Through Qualitative and Sentiment AnalysisJ. Comput. Cult. Herit. 12, 1, Article 6 (February 2019), 26 pages. 
 

We discuss the user study of a mobile cultural heritage game designed to stimulate reflection about a city's history. Aided by location-aware technology, the game fosters the serendipitous discovery of points of interest, historical images and stories, whilst players wander the city. This exploration differs from the typical precalculated path recommendations used by other location-based applications. It triggers reflection about the city's past that is as unique as its visitors...

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  • Maddalena Bassani, Martín López-Nores, Ahmed Dahroug, Abdullah Daif, Silvia González-Soutelo, Paola Zanovello, Susanna Reboreda-Morillo, Omar Gustavo BravoQuezada, Advanced Visual Interfaces to Represent Cultural ad Historical Facts and Associations in the CrossCult Eu Project, in Proceedings of the International Conference Advances Visual Interfaces for Cultural Heritage (AVI-CH 2018), Castiglione della Pescaia, Grosseto (29 maggio-1 giugno 2018)
 

The European CrossCult project, dedicated to the enhancement and dissemination of European cultural heritage thanks to new technologies, has offered the possibility to compare different research fields and, at the same time, to develop new methodological approaches. IT experts, computing engineers, historians, art historians and archaeologists have worked in four pilots...
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  • Maddalena Bassani, Martín López-Nores, Enhancing archaeology through storytelling. A case study in the European CrossCult Project, in Archeologia e Calcolatori, International Journal
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  • Vassilakis, C., Antoniou, A., Lepouras, G., Poulopoulos, V., Wallace, M., Bampatzia, S., & Bourlakos, I. (2017). Stimulation of reflection and discussion in museum visits through the use of social mediaSocial Network Analysis and Mining7(1), 40
 

In this paper, we examine how social media can be linked to cultural heritage and in particular how we can incorporate games, social networks, history reflection and culture. More specifically, we explore the following aspects: (a) how social media sites can be integrated into the museum user experience (b) how user interactions within the social media, both within the context of the museum experience...
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  • Theodorakopoulos, M., Papageorgopoulos, N., Mourti, A., Antoniou, A., Wallace, M., Lepouras, G., Vassilakis, C. & Platis, N. (2017), "Personalized Augmented Reality Experiences in Museums using Google Cardboards", In 12th International Workshop on Semantic and Social Media Adaptation and Personalization. Bratislava, Slovakia : IEEE
 

The suitability of the Google Cardboard as a means for the delivery of personalized cultural experiences was examined. Specifically, we develop the content and create the application required in order to provide highly personalized visits to the Archaeological Museum in Tripolis, Greece. Early results are promising, and based on them we also outline the next steps ahead...
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  • S. Bampatzia, I. Bourlakos, A. Antoniou, C. Vassilakis, G. Lepouras, M. Wallace, "Serious games: Valuable tools for cultural heritage", Games and Learning Alliance Conference (GALA 2016), Dec 5-8, 2016, Utrecht, The Netherlands
 

Wishing to connect cultural heritage, games and social networks, this work describes mini games to be used in CrossCult. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs...
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  • Vasilakis, C., Antoniou, A., Lepouras, G., Wallace, M., Lykourentzou, I., and Naudet, Y. (2016), "Interconnecting Objects, Visitors, Sites and (Hi)Stories across Cultural and Historical Concepts: the CrossCult project", 6th International Euro-Mediterranean Conference (EuroMed 2016), October 31st-November 5th, 2016, Nicosia, Cyprus
 

The CrossCult project was presented with a special emphasis on the platform  which will exploit the cognitive/emotional profiles of the participants as well as temporal, spatial and miscellaneous features of context, including holidays and anniversaries, social media trending topics and so forth...
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  • Osche, P.-E., Castagnos, S., Napoli, A. and Naudet, Y. (2016), "Walk the Line: Toward an Efficient User Model for Recommendations in Museums", 11th International Workshop on Semantic and Social Media Adaptation and Personalization (SMAP 2016), October 20-21, 2016, Thessaloniki, Greece
 

 

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  • López Nores, M. (2016), "New prospects for state-of-the-art technologies in Digital Humanities: The CrossCult H2020 project", Keynote talk, In Proceedings of 6th International Conference on Innovative Computing Technology (INTECH). Dublin, Ireland. IEEE
  This was a presentation providing an overview of the project, delivered in a very early stage to an audience made up basically by computer scientists. Strategic views in Digital Humanities were motivated and discussed...
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